Okay, I have reviewed all the sheets again and herein present my findings. I have done my own, but fixed things as I found them. Others are welcome to review my sheet in case I have overlooked something.

Maruusk

Training points?

Skill points: Why 28? It looks to me like you should have 24...

Also, how many ranks in Common do you have?

Unarmed strike?

Starting age for Vah Shir is 18+1d6.

Armor type?

CG is not an EQ alignment.

The sheet needs more fluff, I think. We want to know more about you!

Quinaweniel

Picture on sheet?

Armor type should be none

Current HP: 4

No weapons so add unarmed strike in there.

2 ranks in each of Search, Diplomacy, Bluff and Forgery cost you 4 each since they're non-class skills. So you're over by 8.

Okay, I have reviewed all the sheets again and herein present my findings. I have done my own, but fixed things as I found them. Others are welcome to review my sheet in case I have overlooked something.

Quinaweniel

Picture on sheet?

Armor type should be none

Current HP: 4

No weapons so add unarmed strike in there.

2 ranks in each of Search, Diplomacy, Bluff and Forgery cost you 4 each since they're non-class skills. So you're over by 8.

The sheet still more fluff, I think.

Can't find a suitable one,i'm drawing/painting one,but not sure if i'll be able to add to the sheet.Could as well link it through Google Docs.More i have the size problem.

Will add "none" right away

Will add "4" to current hp right away

As above

The total skill points at the bottom of the skill tab displays "32" so i thought i was ok with that

Sorry but that is a personal opinion.For personality i work on alignment and INT/CHA,but didn't know how to write it down.

edit:Spent 7 training pnts to buy a feat.Had to take Combat Casting in the end.Not very many feat for pure casters out there, apart from metamagic,but don't have the mana to use metamagic spells yet.

The total skill points at the bottom of the skill tab displays "32" so i thought i was ok with that

The sheet is adding up the skills as if they are all class skills, but four of them are not. If you're going to use the sheet to do the calculations, you need to check off the cross-class skills.

On the other hand, if you want to ignore those check boxes and do it manually, that's fine, but then you need to actually do the calculation...

Oh, and Combat Casting gives you +4 on your Channeling only during casting defensively, not during other uses of Channeling. So I would take the +4 out of the Misc column and just add it to the skill name, like:

Want to NPC a healer? I could run one as well... How are Druids at healing?

I find a flaw in my DMing, where my in-group NPCs tend to become hint machines (not to mention tedious to make them present but nearly useless in combat...though I still have to have them doing something every round, but trying hard not steal the spotlight), so I am now avoiding having them like the plague. It is a highly tactical game, so I am working hard to not adjust that balance one way or the other.

The iconic EverQuest MMORPG based a group around a tank, healer, slower and DPS. Depending on the nature of where they were going they would also pay attention to a mezzer and puller.

Your warrior is the apex of the tank role, the pets could tank as well. You have a rogue, mage and beastlord for DPS. You have a mezzer in the enchanter. You have two slowers: beastlord and enchanter. Healing-wise you're very light, with only a beastlord. The enchanter would make a decent puller if he's got a suicidal streak.

Instead of the enchanter would work, but not as well. You are welcome to retool on the fly, this is the perfect time to do so, so if someone would like to change classes I'm on board.

Druids are decent for teleportation and a number of utility spells. They make decent healers, but the cleric is superior in that role, since they not only can heal incredibly well and resurrect.

p.s. Hmm...the first resurrection will give someone an experience drop. My fix, to compensate for the barbarian's experience 5% adjustment might have been useless. If anyone has another idea, please throw it my way.

hmmmm, perhaps a Merchants Guild of Traveling Healers and potion sellers, spread throughout Norrath? Someone/thing that allows us to stock up on healing supplies?

Not sure if EverQuest has healing potions, due to the incredible number of healing classes in the game (bard, beastlord, cleric, druid, necromancer*, paladin, ranger, and shaman). * In a real real pinch, since the process of healing causes them damage.

If it has them, not sure how expensive they would be. Looking at the other potions in the Game Master's Guide, I'd guess that they'd be hundreds of gold each. Not sure how well healing at higher levels could be managed by potions if they were a viable healing option and existed in the game. If anyone sees healing potions in one of the books please let me know.

Mike if you're wanting to be a slower and healer you might want to look at Shaman. They're both. Think the only goodly races that can be shamans are Vah Shir (here kitty kitty kitty) or Barbarians (do I look fat in this dress?).

I could run a shaman too. I'd been mulling over putting a shaman named Gwendalyn somewhere in Tudan's background; she could be his younger, wiser, more popular and business-savvy sister. And it would be easy enough to send her off on a spirit quest if someone else wants to join the game.

To use EQ vernacular I think "boxing" (one person running two characters) would be something I would like to avoid.

If we end up with no other healer then you'll simply not have healing until level 5. Seems suicidal, but I'm sure it will be interesting. Natural healing and bandages will be key. Hope someone is a master at bind wounds.

As healers clerics can be amazingly efficient especially considering the celestial healer divine power and their buffs. Druids could make up the difference with their offence, since if the foe is up less time it certainly can't do as much damage.

The choice is yours, if you all wanted to run around as 5 wizards that would work for me (though if we could lock in the changes, or suddenly not being able to play, now it would make life easier for me to start this thing sooner rather than later).

If the book is any good at all at reproducing the online experience, then playing a warrior without a healer would be extremely tedious, even with bandages. Having lots of hitpoints would become a liability to having fun. I'd rather switch to a shaman in that case.

If the book is any good at all at reproducing the online experience, then playing a warrior without a healer would be extremely tedious, even with bandages. Having lots of hitpoints would become a liability to having fun. I'd rather switch to a shaman in that case.

It does that "LFG PST" or "Group seeks healer for Crushbone ph4t l3wtz PST" sort of vibe to it, which is nice for those that were wanting us to recreate the MMORPG experience for them.

You guys are welcome to juggle thine characters as you wish until I start training yo...err start the game. Plus it has fun side effect of us getting to watch Mike/Revery get a twitch in his eye as he tries to keep up.

Shaman are tough summabishes that later get pets. Backed by a rogue, beastlord, beastlord warder and a mage pet gives a fair amount of beef to the front lines.

Considering a slowed/debuffed mob (an EQ name for a mobile monster) being tackled by a high DPS group with a solid healer, I imagine you'll be alright against 90% of the encounters out there. Against big scary foes you'll probably have to rotate out the pain, or utilize some tactics.

I've played in several games GM'd by Xehn (under different names, of course) and based on those, everyone would do well to abandon any preconceptions you can identify of how games run. His games are different. Combats are different, role playing is of utmost importance, and thinking outside the box is definitely a boon.

I won't give away more than this, because the discovery is half the fun. Just hold onto your brains. If anyone is concerned that this game is going to be slow-paced, just don't worry about it.

So for a party as it stands, we have Beastlord, Shaman, Rogue, Magician, Enchanter. Definitely balanced enough for me, so I won't offer to change to a Druid, as I was considering. Unless the Shaman changes back into a Warrior or something.

Mike if you're wanting to be a slower and healer you might want to look at Shaman. They're both. Think the only goodly races that can be shamans are Vah Shir (here kitty kitty kitty) or Barbarians (do I look fat in this dress?).

p.s. It's always the clerics that flake out first lol :)

What's a "slower"?

As for Clerics, if they just gave all spellcasters CLW, clerics could just go away. :-)

Shaman was #2 on my list. Something I was definitely interested in playing. If someone else has a healer that they'd rather play than what they have, then I'll switch back to Tudan; otherwise, I'm sticking with what I have.

As for "slower": Shamans get spells like Drowsy and Waking Sleep that don't look so good to me. I didn't play casters much myself, but I remember the equivalent spells being better. Noticeably slowing the rate of attacks, and slowing movement too.

Still learning this magic system, but the debuffs look rather nerfed. Less effective and harder to land. Leaning more toward the buffs for this game.

Shaman and Enchanters (to a lesser degree Beastlords, Bard and higher level Necromancers targeting undead) can cast spells that slow, which is much like its equivalent in Pathfinder in terms of concept, not power. Both can also haste, which is also like Pathfinder, which also amps up as they level until foes are crippled by their slow and turned into psychotic buzz saws by their haste.

They all start in the same place, but it doesn't take long for the cleric to pull away in terms of healing and buffing hit points. Each brings something different to the table, so it really comes down to play style.

As for "slower": Shamans get spells like Drowsy and Waking Sleep that don't look so good to me. I didn't play casters much myself, but I remember the equivalent spells being better. Noticeably slowing the rate of attacks, and slowing movement too.

EverQuest suffered a great deal of power creep with later expansions. This game takes place just as the Luclin expansion came out, so the maximum level was 60 as it was with Kunark. Spells got insanely more powerful in later expansions.

Gwendalyn wrote:

Still learning this magic system, but the debuffs look rather nerfed. Less effective and harder to land. Leaning more toward the buffs for this game.

Shaman are the masters of buffing and enchanters are the masters of debuffing, though the both do a bit of the other.

Looks like the pulled it over from the game almost word for word after converting the differences in scores and changing things like stamina to constitution.

The online game scales by level, which would be a nightmare to track in the RPG unless you're an accountant, so they just increased the duration to 1 minute per level, compared to the online game where it was 1.2 - 2.0 minutes.

Landing debuffs cold was always a problem, even in the game, unless you lowered their resists, which is why you have the incredibly low mana cost mala line. The first in the line for shaman is malise and enchanters have the tash line starting with tashani.

All of these things are part of the tactics I keep referencing to and making the game challenging to play.

Gandal wrote:

Here are the first two stages of my work on Quina'w pic, i know it sucks.

Nice!

<distracted by nipple fabric wrinkles>

Revery wrote:

I won't give away more than this, because the discovery is half the fun. Just hold onto your brains. If anyone is concerned that this game is going to be slow-paced, just don't worry about it.

Aww shucks, flattery will permit you to survive one of the 91 encounters I have planned for you. Though you will likely die of infection a short while later, you can be proud to survive longer than the others by a fraction.

I won't give away more than this, because the discovery is half the fun. Just hold onto your brains. If anyone is concerned that this game is going to be slow-paced, just don't worry about it.

Aww shucks, flattery will permit you to survive one of the 91 encounters I have planned for you. Though you will likely die of infection a short while later, you can be proud to survive longer than the others by a fraction.

Haha, my plan is in place! That extra round alive will eventually allow me to take over the world!

I think Sajeek is all set, glad to see that the group is starting is starting to form up nicely.

This is only my second time playing EverQuest, so I am fairly open to whatever awesomeness that leaks out of Xenh's brain. And have no fear people new to Xenh, it will be awesome. Or we show up at his house with torches and pitchforks, hehehehehehehehe. Nah, Xenh's campaign are a blast.

As far as adventure seeds for Xenh to play around with, hmmm. Well, Sajeek came to Norrath to find his foster parents, and has been planetside for about a year. Sajeek thought he might have picked up their trail, and then the game started totally interrupts his search.

What I would like to see in the game? Us having a good time, lol! Other then that? Maybe the chance to wander around Norrath a little bit, see the sights, make new friends. And then eat them. Sorry, don't were that last bit came from :)

Not sure I follow the language stuff, I have to spend ranks to determine the proficiency? Interesting, but...

I'll put this on...

Current training points: 5
Training points used:

Maruusk: Training points?

Michael New wrote:

Skill points: Why 28? It looks to me like you should have 24...
Also, how many ranks in Common do you have?

The sheet needs some character description, personality, and background, I think.

-----------------------------------------
For languages, I suggest putting the language in the skills list only if you have ranks in it. And then under languages, put the language and the rank in brackets next to it, thusly: Common (4), similar to what Davide has done.

(I'm not sure about this, because Revery has 5 ranks but a total bonus of +12 in Common - what is the total bonus good for? In the description, it talks more about Ranks than actual Language skill checks.)

Like I said, I didn't play casters much myself. ;) Going off of a distant memory of partnering with different casters, I'm surprised I didn't embarrass myself more than by confusing slow and snare.

I'll try to finish her up tonight.

This is my first EQ caster. I figured I'd try it because a little bird (whose current name begins with X) really likes the magic system.

Note: if you choose a metamagic feat, you still need to specify that version of the spell when you prepare it. Thus, with 4 spells and 8 slots, you can have prepared both versions of each spell; at least, until you learn anotger spell.

With no cleric, resurrections won't be all that frequent (you'll have to drag that stinking corpse to the boneknitter), so I'm deferring my decision on how to deal with post-resurrection xp loss until I have had time to muse and/or ruminate a tad more. Maybe post-rez sickness that's profound and lasts awhile...hmm...

Revery wrote:

Xehn, oh wise GM, everyone is doing something different for background, personality, etc. Could you check those and let us know where we are lacking?

My hope for the backgrounds/personality/motivation is that everyone is putting some time into their character development, so there's something that makes the character interesting/unique or simply just demonstrates that they are not an 1 dimensional NPC (people have quirks, idiosyncrasies and traits that break them free from the norm, sometimes it's just as easy as to give your character a pronounced limp, which comes with a story).

How that looks is up to each of you, my only request is that you have a solid understanding of the motivations of your character when we hit the ground running.

Time invested will match the reward.

Please post here when you feel that your character is done and ready to play. Once all have posted, and Revery/Mike's character sheet requests have been completed, I will remove the emergency brake and put this thing into gear.

p.s. If everyone is done the character changes that Revery/Mike is requesting and chimes in that they're done here (having completed some character "fluff" stuff) I can assure you that we start tonight.

p.p.s. Do I have an adventure planned? Nope. Do I have anything planned? Nyet. Is my intro written? Nein. Am I worried? Not at all.

For Quinaweniel i can only say that her reason for beginning the adventurer life is the fact she has been forced to (kidnapped for having seen/talked too much....the exact nature of what she saw needs to be determined if GM wants to build a scenario on it,will see later).
For physical description i'll rely on pic (when i'll be done with it),but her height,weight,eyes and hair color are on sheet;i can add her hair are very long and straight.
For personality have to work on it,but can develop her during play;for now she is so scared that she will barely talk.

p.s. Starting you with only "vague memories" as a device to help everyone with the transition to the game world as I run it. I leave you to define what that means, but as you become more comfortable you're welcome to have your character follow suit.